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Initial mining barge changes are on the test server

Author
Pipa Porto
#41 - 2012-07-23 21:49:19 UTC
Nevryn Takis wrote:
Wow great... A hulk still can't mine more than 1 cycle ...


That's the point. If you want to mine a lot before hauling, use a Mackinaw. It mines better than a cargo Hulk does.

EvE: Everyone vs Everyone

-RubyPorto

Dave stark
#42 - 2012-07-23 21:54:43 UTC
Pipa Porto wrote:
Nevryn Takis wrote:
Wow great... A hulk still can't mine more than 1 cycle ...


That's the point. If you want to mine a lot before hauling, use a Mackinaw. It mines better than a cargo Hulk does.


i just don't see the point in having an ore bay bigger than 1 cycle if it's not going to be able to fit 2 cycles of ore. there's no reason the hulk shouldn't have an ore bay equal to the skiff's.
Pipa Porto
#43 - 2012-07-23 22:09:42 UTC
Dave stark wrote:
Pipa Porto wrote:
Nevryn Takis wrote:
Wow great... A hulk still can't mine more than 1 cycle ...


That's the point. If you want to mine a lot before hauling, use a Mackinaw. It mines better than a cargo Hulk does.


i just don't see the point in having an ore bay bigger than 1 cycle if it's not going to be able to fit 2 cycles of ore. there's no reason the hulk shouldn't have an ore bay equal to the skiff's.


I think the Hulk is meant to have support top to bottom, while the Skiff is meant to have at least some independence (I guess allowing for easy use when the Hauler has to navigate a gate?). But I'll grant that the partial cycle ore bay is odd, though I can't really bring myself to care, just pretend the Hulk has a one cycle Ore bay and you'll be fine.

I'm really glad to see that the maxed out Yield Mack and Skiff have better yields than a Hulk without MLUs. That means we can properly ridicule the people who continue to try to use Hulks inappropriately.

And it's good to see that CCP listened when we pointed out that leaving the bonuses on the ships would be a bad idea (did we ever agree on the terms of that bet?).

EvE: Everyone vs Everyone

-RubyPorto

Arele
Sebiestor Tribe
Minmatar Republic
#44 - 2012-07-23 22:23:50 UTC
Going to be funny to see the merc miners setting off clouds since everyone stopped DCM at 2, since the skiff's bonus negated the cloud generation.
Dave stark
#45 - 2012-07-23 22:24:33 UTC
Pipa Porto wrote:
And it's good to see that CCP listened when we pointed out that leaving the bonuses on the ships would be a bad idea (did we ever agree on the terms of that bet?).


no idea, but i think we both lost :P
Dave stark
#46 - 2012-07-23 22:24:59 UTC
Arele wrote:
Going to be funny to see the merc miners setting off clouds since everyone stopped DCM at 2, since the skiff's bonus negated the cloud generation.


well at least now there's a reason to train it past II
Pipa Porto
#47 - 2012-07-23 22:30:00 UTC
Dave stark wrote:
Arele wrote:
Going to be funny to see the merc miners setting off clouds since everyone stopped DCM at 2, since the skiff's bonus negated the cloud generation.


well at least now there's a reason to train it past II


Can't you just out range the clouds?

EvE: Everyone vs Everyone

-RubyPorto

Dave stark
#48 - 2012-07-23 22:33:33 UTC
Pipa Porto wrote:
Dave stark wrote:
Arele wrote:
Going to be funny to see the merc miners setting off clouds since everyone stopped DCM at 2, since the skiff's bonus negated the cloud generation.


well at least now there's a reason to train it past II


Can't you just out range the clouds?


you can but that's extra effort.
Denidil
Cascades Mountain Operatives
#49 - 2012-07-23 22:36:56 UTC
Pipa Porto wrote:

Can't you just out range the clouds?


yeah.. 5km.

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Dave stark
#50 - 2012-07-23 22:40:21 UTC
Denidil wrote:
Pipa Porto wrote:

Can't you just out range the clouds?


yeah.. 5km.


i thought they were 10km? either way it's less than 15km.
Jason Xado
Doomheim
#51 - 2012-07-23 23:27:22 UTC
Any information on skill requirement changes?

The ships now seem to be at the same level, just different roles so I would assume they would have similar skill requirements (as opposed to the starter, intermediate, advanced set up now).
Dave stark
#52 - 2012-07-23 23:29:34 UTC
Jason Xado wrote:
Any information on skill requirement changes?

The ships now seem to be at the same level, just different roles so I would assume they would have similar skill requirements (as opposed to the starter, intermediate, advanced set up now).


devblog said mining barge I for all mining barges. don't think it said anything about exhumers, though.
Jason Xado
Doomheim
#53 - 2012-07-23 23:39:43 UTC
Dave stark wrote:
Jason Xado wrote:
Any information on skill requirement changes?

The ships now seem to be at the same level, just different roles so I would assume they would have similar skill requirements (as opposed to the starter, intermediate, advanced set up now).


devblog said mining barge I for all mining barges. don't think it said anything about exhumers, though.


So no more lengthy waits to get into a covetor :-)

I'm sold.
Jason Xado
Doomheim
#54 - 2012-07-23 23:42:16 UTC  |  Edited by: Jason Xado
I wonder what the Astrogeology requirements will be? The same level for all tech 1 barges?
Pipa Porto
#55 - 2012-07-23 23:52:15 UTC
Dave stark wrote:
Jason Xado wrote:
Any information on skill requirement changes?

The ships now seem to be at the same level, just different roles so I would assume they would have similar skill requirements (as opposed to the starter, intermediate, advanced set up now).


devblog said mining barge I for all mining barges. don't think it said anything about exhumers, though.


I thought they were leaving the Exhumer skill alone, but I was wrong.

CCP Ytterbium wrote:


  • WILL THE EXHUMER SKILL ALSO BE AFFECTED BY THE "TIERICIDE" INITIATIVE? Yes, all Exhumers will now require this skill at level 1 instead of various levels.


Hope that clears some confusion.


https://forums.eveonline.com/default.aspx?g=posts&m=1481903#post1481903

EvE: Everyone vs Everyone

-RubyPorto

Jason Xado
Doomheim
#56 - 2012-07-24 00:10:09 UTC  |  Edited by: Jason Xado
What about mineral requirements? Now that the barges are on the same level (just different roles) will the mineral requirements to build them change?

Have the devs or the data said anything about this?

Seems like if you knew you could make some money making procurers today and then refining tham to covetor levels after the patch, or something like that.
Lady Spank
Get Out Nasty Face
#57 - 2012-07-24 00:23:11 UTC
I would like to put guns on these ships.

(ಠ_ృ) ~ It Takes a Million Years to Become Diamonds So Lets Just Burn Like Coal Until the Sky's Black ~ (ಠ_ృ)

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#58 - 2012-07-24 00:27:48 UTC
Lady Spank wrote:
I would like to put guns on these ships.



Just Drones for you Blink

And smart bombs

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Lady Spank
Get Out Nasty Face
#59 - 2012-07-24 00:32:10 UTC
Well smart :)))))))))))))))))))))))

(ಠ_ృ) ~ It Takes a Million Years to Become Diamonds So Lets Just Burn Like Coal Until the Sky's Black ~ (ಠ_ృ)

Droxlyn
TOHA Heavy Industries
Blades of Grass
#60 - 2012-07-24 00:46:31 UTC
Dave stark wrote:
i just don't see the point in having an ore bay bigger than 1 cycle if it's not going to be able to fit 2 cycles of ore. there's no reason the hulk shouldn't have an ore bay equal to the skiff's.


I did some math on the yields for a Hulk and 2 cycles without MLU2s and no fleet support will take almost 8k m3 space. So, after your first cycle, you make a little room in your ore hold by moving some to your cargo hold and fill up at the end of the second cycle. That seems to be the logic for 7500 m3 instead of 5500 m3.

The other two ships get about 11.74 and 5.47 cycles before their holds fill up without fleet and MLU support. (8 and 4 with)

Drox